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Jan
18
comment How do idle games handle such large numbers?
The one other suggestion I'll offer is using some basic Markdown formatting instead of all-caps. Wrapping text in backticks (`text`text) will make it mono-spaced, appropriate for chunks of code, function names, data, etc. Wrapping text in underscores or asterisks will make it italic (_text_ or *text*text), and double-underscores or double-asterisks will make it bold (__text__ or **text**text).
Jan
18
comment How do idle games handle such large numbers?
Hey @Gridlock, I just noticed that you're a completely new user— welcome. I should clarify that my downvote is not permanent; it's intended as constructive criticism. There's value to the answer you've provided, and I'll be more than happy to change it to an upvote once you've made the correction I'm requesting. Also, keep in mind that SE isn't a forum; a good answer isn't read and then forgotten but rather pays rep dividends over time. Revising your answers here & there helps the community and your rep. I hope I didn't scare you away; again, welcome and I hope you'll use my advice.
Jan
17
comment What is the difference between Constant Vertex Attributes and Uniforms?
Apple's docs mirror this with “OpenGL ES 2.0 and 3.0 apps can either set a constant vertex attribute or use a uniform shader value to hold the value instead.” source: developer.apple.com/library/ios/documentation/3DDrawing/…
Jan
17
comment How do idle games handle such large numbers?
-1 for TOO MUCH YELLING
Jan
13
awarded  Critic
Jan
13
comment How do I set angular velocity/torque so that it's pointing to velocity/direction?
@Gintas_ I believe dnk meant “launch speed” (magnitude of launch velocity). That's a scalar value instead of a vector so it'll result in a float. Nothing else in the equation seems to mandate a vector for V0.
Jan
13
comment 2D Gaming Libraries/ Frameworks/ Engines for Android
SDL is not Java; it's C. The Java you may have experienced is a wrapper/bindings that calls into the C code. None of the engine's functionality happens in Java.
Jan
13
awarded  Citizen Patrol
Jan
12
awarded  Nice Answer
Jan
12
awarded  Yearling
Jan
12
answered For loop won't run in Unity
Jan
12
comment Locked frame rate
Some game engines also have a distinct logic update, which runs slower than the render update and may be fixed-time-interval'd or fixed to a set number of renders (every other frame, every 3rd frame, etc). This approach is useful when renderers have enough information to be able to interpolate their coords/anim/etc. for the renders that happen when no fresh logic update has happened, or in systems that have multiple distinct areas to render to (think Nintendo DS with its dual screens).
Jan
12
revised How to embed unity webplayer built inside phonegap app?
added 4 characters in body
Jan
12
revised Is * calling *= (or *= calling *) slower than writing seperate functions (for math library)?
Wording
Jan
11
answered How to embed unity webplayer built inside phonegap app?
Jan
11
revised Is * calling *= (or *= calling *) slower than writing seperate functions (for math library)?
Added info on `inline` and variants
Jan
11
revised Is * calling *= (or *= calling *) slower than writing seperate functions (for math library)?
Better info on the assembly instructions that do the math, thanks to the comments.
Jan
11
comment Is * calling *= (or *= calling *) slower than writing seperate functions (for math library)?
@StephaneHockenhull Good to know. Yeah, this answer seems to have some more info on the uncertainty of modern-day inline and non-specialized templates functions. Though we all agree that the Q's operator*()'s implementation is simple enough that any compiler that's performing any inlining would certainly inline it, right?
Jan
10
comment Is * calling *= (or *= calling *) slower than writing seperate functions (for math library)?
@Adam Aha. Makes sense.
Jan
10
awarded  Enlightened